Just wanna say I'm extremely hyped about these upcoming features, which seem very nuanced and hardcore. Looking forward to see the fruits of our labor!
Posts made by Alexian
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RE: Fall Alpha Launch & Dev Update #2
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RE: Zenith, capital of the Kingdom of Meridian - a nexus of community/politics/trade
Meridian is looking forward to the Alpha test at the end of the month. Can't wait to see you all in-game!
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RE: Meridian - PvX/Syndesia - International - Diplomacy/Politics/Trade/Warfare
@FibS Sheer coincidence, I assure you. The reference is lost on me!
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RE: How do you feel about the number of towns in the current map?
@Razvan Agreed. I appreciate there being more than a handful of towns, but if the town density on Myr will reflect the end result for every continent on every planet... yikes. The numbers should be trimmed a bit.
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RE: Meridian - PvX/Syndesia - International - Diplomacy/Politics/Trade/Warfare
@Hawks282 Hi Hawks! Thanks for the DM; check your inbox for my response.
Hope everyone is doing well this weekend. Meridian is looking forward to the next test!
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RE: Meridian - PvX/Syndesia - International - Diplomacy/Politics/Trade/Warfare
@Alexian
Stop finding excuses and just admit you like my pantslessness already!TouchΓ©.
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RE: Meridian - PvX/Syndesia - International - Diplomacy/Politics/Trade/Warfare
@Alexian - @Razvan escorted me to the Vale today and tanked for me so I could kill a buncha mobs and get some skills. It was like 3AM in Romania Can't thank him enough.
As we've discussed, though @Razvan is a notorious deviant who's been repeatedly spotted standing outside @Kirkuz's house without pants on, he's quite knowledgeable and dedicated to helping his fellow guild mates.
It is for this very reason we tolerate his pantsless conduct.
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RE: Meridian - PvX/Syndesia - International - Diplomacy/Politics/Trade/Warfare
@PeachMcD Thanks for the shoutout. @Razvan, @TheBodo, @Recoil, @Kirkuz, and all the others have been proactive and community-driven. Our members are reflexively team-oriented, which is a rare quality these days!
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RE: Tanning Tubs Are a Disaster
@Farlander said in Tanning Tubs Are a Disaster:
Stealing is not allowed on the Beast world. So in keeping with that ruleset other players should not be allowed to steal your hides that you spent TIME and EFFORT gathering only to take them from you while they were in a tanning tub. I don't care about realism, I don't care about some fake smell that doesn't even exist. What I care about is the game not allowing other players to steal from me when I can't do anything about it. In real life I could call a cop or just shoot their asses lol. That's not possible in the game so where is the realism there?
It's a situation that needs to be addressed and I'm sure an oversight by the devs. They have alot on their plate right now with all the bugs. I offered a solution with instant tanning tools. Another would be to instance the tanning tub itself to each player so that others can not access your hides. Maybe even have security levels put on the tub to allow all, guild, friend or own to access. I can live with timers as long as the hides do not disappear after a time length because real life happens and being in a game is not the priority of life. It's supposed to be enjoyable. If it becomes a point of frustration and work then what's the point of playing. These are my opinions but I'm sure some share them and some disagree. Hopefully a good common ground can be found.
To clarify, my initial response to you in this thread was concerning the matter of timers, not the matter of people simply stealing other players' hard-earned and time-invested products.
For the sake of clarity, I completely agree with you that Fractured should implement preventative or retributive methods to deter thieving in cities, even if enforcement is left in the hands of city governors and their NPC guards. As you say, in real life there's redress for criminal conduct which often deters widespread griefing.
While I support a hardcore/"realistic" game, I also accept that without clever, immersive safeguards to help incentivize "good" behavior and deter "bad" behavior, this game will likely die out like most other sandbox MMOs do.
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RE: Tanning Tubs Are a Disaster
@Grimshok said in Tanning Tubs Are a Disaster:
At this point, this discussion seems hijacked into a personal debate about the goals of the game.
The topics exist closely on a continuum and are germane to one another.
@Farlander wants instantaneous leather tanning for the sake of convenience (a legitimate position to have), I'm respectfully challenging that idea and its motivation. Our disparate goals for this game and the developers' goals for the game are too important to ignore in a discussion of the topic.
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RE: Tanning Tubs Are a Disaster
@Farlander said in Tanning Tubs Are a Disaster:
Grow? Um that refers to guilds growing not crops.
Yes, but that's only one of the many adjectives I emphasized from the description you provided and contributes to an overall theme: in Fractured, endeavors require player effort and time.
I can emphasize "jump right in" to apply to everything in the game if you like and that trumps anything else you can say about putting effort into it.
Not really, no, since the rest of the description that you provided describes the "fray" into which you may "jump right into."
Considering the description's emphasis on deliberate, methodical action, it's pretty clear that Fractured is referring to an emphasis on player skill and effort over vertical levels/attributes and gear progression.
I understand gathering resources need timers because otherwise someone could just sit at a spot and gather all they need on a macro. I'm talking about timers put on crafting tools. That is mobile game to the core. I fully agree that the game should have ""work" otherwise you don't feel accomplishment for completing a goal. I'm pretty sure this thread was about timers being put upon tools you used to process your raw ingredients for crating. I'm a firm no on having those. I feel tanning tubs should instantly process your hides.
The reason time constraints are imposed on various mechanics is because Fractured is clearly not a game concerned with instant gratification. Time and effort involved in the gathering and manufacturing of goods will directly contribute to the value and scarcity of those goods, which will help shape various local economies and the consumer psychology of players in the game. Do they spend this time and effort by crafting these goods themselves or do they purchase/trade what they need from vendors? If the latter, where do they go? What towns do they join? Do they join a guild? If so, which guilds? There's rich content opportunity that derives from making gathering/crafting inconvenient.
It's perfectly reasonable to dislike the length of time or to even lobby for a shorter window. And as I said, you're perfectly free to lobby for instant gratification with respect to tanning or any other aspect of the game. I simply respectfully disagree with it and believe you'll find it difficult to advocate for these changes successfully since they seem to contrast sharply with the very conceit of the game.
Also, please @ me in future responses so I don't miss your replies.
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RE: Tanning Tubs Are a Disaster
@Farlander said in Tanning Tubs Are a Disaster:
@Alexian This is roght off the website under About
ABOUT FRACTURED
Fractured is the first open-world sandbox MMORPG mixing action combat with fully interactable environments, appealing equally to lovers of competitive and cooperative gameplay. Jump right into the fray from day one. Defeat your enemies through your own skill and cleverness, not equipment or level. Gather resources, craft, trade and venture into legendary travels as a solitary hero, or start a settlement with your guild and grow it into the next empire.Where in there does it say playing Fractured is going to be tons of time waiting on timers, hardcore real work to play? In fact, the premise I would assert is it is a game where you jump right in having fun. Doesn't sound like they are implying you are going to be having huge time sinks for the things you do. What other players have talked about in the forums or in Discord that you may be inferring to is not what is listed here on the website description.
Life is Feudal had timers on all their crafting/growing. If you weren't there within the hour of it ending you lost everything. I don't want to see that in this game also.
I've emphasized specific words in the description you provided that indicate expenditure of player time and effort. "Gather," "grow," "venture," and an emphasis on "skill and cleverness" clearly oppose the notion of instant gratification in Fractured.
More importantly, specific features I've mentioned - such as bending over and picking up items, one at a time - have been inherent to the game since its very first playable Alpha tests.
From description to dev journals to gameplay, Fractured is clearly not intended to be akin to a mobile or Facebook game for casual players. Time, effort, organization, logistics, and administration play key roles in this game and the devs have been fully transparent about this fact from day one.
Respectfully, it seems like you want Fractured to become something completely antithetical to its conception. It's certainly your right to advocate for changes you feel are appropriate, but I stridently disagree with the nature of those proposed changes.
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RE: Looking for Wiki feedback
@kellewic Question. I love the Wiki but haven't checked it in months; does it reflect the information conveyed by Prometheus in his recent Q&As with Oxfurd or his forum posts?
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RE: What is the point of having your own plot of land?
@GamerSeuss said in What is the point of having your own plot of land?:
@Stacy555 As I said before, MMOs are about Multiplayer, not necessarily Group play. I can totally get behind there being some things that are meant for groups to overcome, like a Greater Wyrm, where several players or even several guilds have to band together in a massive raid to stop the juggernaut of a creature.
I am also okay with citizenship being required in order to have cheaper, easier access to certain crafting paraphernalia. Notice I said cheaper, easier access, not exclusive access. A citizen of a town could use a town's communal tannery to tan their leather for them and expect their taxes to cover that usage, where a non-citizen would have to pay a fee for the same use of that tannery. A solo player out in the wild with their own house could also eventually build a small tannery station of their own, but such a station might require materials not all readily available in the wild, in order to complete, or even just expensive chemicals to finish the leather bought or made using Alchemy. (I know leather tanning can be done with rather simple ingredients, but this is for the game), so the solo house out in the wild would need to either cart in special building supplies to finish building such a structure, or at least regularly go to town to buy the alchemical means to finish their product, or invest not only in a tannery, but also in an alchemy lab too. If you want to be self-sufficient, you need to have many more resources at your fingertips than someone who lives in a city and can just go to the market.
I think it is important to realize, however, that Fractured is in a state of Alpha testing...further, the Player Cities feature is only just now being introduced, so it makes sense that a lot of the emphasis on this phase of the test will be to encourage joining a player city over building a private residence. Certain features are also being tested out, and may or may not make the final cut. Sure, in the last test, there were individual crafting stations you could build on your private plot, but also in the last iteration, there were no player cities, and even the 2 starter cities didn't provide everything. The tanning tubs for instance were not usable by players in that test. People need to keep expressing their feedback, sure, that's what an Alpha test is good for, but they should also do so realizing that things changing from test to test are done not to punish one group of player-styles or another, but to test out specific features in a relative vacuum, a more controlled condition, before testing them out in a wider, more varied landscape.
Well said. Fractured's purpose shouldn't be (and isn't at all IMO) to alienate solo players, but to simply emphasize communal bonds in the form of cities and guilds.
Unaffiliated solo players will have a place in the game, I expect, but citizens and patrons of towns will (and should) have more conveniences and an easier, cheaper access to goods and services.
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RE: Travel time/Monster spawns
Speed buffs for paved roads and the eventual implementations of mounts should help ameliorate some of these issues.
@Bardikens, among others, recommended scattered inns/taverns along major roads that could be NPC or player run to serve as spawn points for players during arduous, cross-country travels.
On the other hand, teleportation or global banking are suggestions that would totally undermine the hardcore element of the game. Journeys and long distance travels (even for mob grinding) should be inconvenient, arduous, and prompt players to think twice before making them.
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RE: Tanning Tubs Are a Disaster
@Farlander said in Tanning Tubs Are a Disaster:
I know people like the "realism" and having things take time, but I'd rather the tool immediately process your materials. If this is going to be a waiting game where I have to write down times for things to check I;m not going to be long for the game. I gave up facebook games where everything was set on timers for completion. Life is too short to be waiting on a game to have fun.
Considering the premise of Fractured as a sandbox with "hardcore"/inconvenient elements like having to physically bend over and pick up lumber, one log at a time, and place it in a handcart in order to move it from A to B... I expect that, to the devs and many of the backers, that's part of the fun. Count me among them; the end result is that I feel like I've truly accomplished something when it takes time and effort.
Fractured isn't a social media or mobile game and really shouldn't be compared to them. Respectfully, we disagree.
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RE: Player towns should not be safe
@Helix said in Player towns should not be safe:
This is going to be controversial, but I don't think player towns should be safe or grant immunity from pvp. It should be entirely dependent on the governor and the guild owning the town to provide protection for it's citizens. Like wise towns should require fortifications (walls, watch towers, etc) to be built around the parameter to keep unwanted travelers out.
Completely agreed for Tartarosian cities and probably Syndesian ones as well.
NPC city guards have been a promised feature for years; hopefully they'll be sufficiently strong and numerous enough to deter all but the most organized enemy raids.
Can't say that I personally wanna experience griefing or persistent raiding from unwanted visitors, but I agree that the possibility of such things shouldn't be completely eliminated.
@Nekrage said in Player towns should not be safe:
@Helix Add NPC protection as well and I am all in.
REAL NPC protection. Tough elite type enemies.
Agreed. The NPC guards shouldn't be fodder. They should be sufficiently strong and numerous enough to make even experienced raiders/gankers/griefers think twice.
@Helix said in Player towns should not be safe:
I thought about suggestion NPC guards. I'm not against it. Might be a good way to keep out the lone pk from killing civilians, but a larger group would still be able to come in, kill the guards and occupy the town if they wanted to which sounds fair to me.
Between physical fortifications, NPC guards and player defenders, and as @Nekrage suggests perhaps some sort of defensive buff, this should be extremely difficult - as real world sieges almost always were - but entirely possible.
@Kirkuz said in Player towns should not be safe:
As far as i know npc guards will be in the game to protect towns and land that i governor controls. And it will be up to the governor what the guards focuses on.
If not then yes we need npc guards that the governor can control but also full pvp in city's. I don't se why they need to be a safe zones from it. If you did something bad and need to die you cant hide at home. But if it comes to that i hope the governor has the good sense to hand you over or the strength to protect you.
Some features have to be implemented to deter unrestricted raiding/griefing, but in principle I agree, Kirky!
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RE: Major bug: Claimed City with a Town Hall shows as Unclaimed with No Governor
@Prometheus said in Major bug: Claimed City with a Town Hall shows as Unclaimed with No Governor:
@Alexian this looks bad! Do you see the correct window? Are you able to place blueprints etc?
Hi @Prometheus, it's happening again:
Still able to put down blueprints and plots and such.
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Major bug: Claimed City with a Town Hall shows as Unclaimed with No Governor
One of my members provided me a screenshot saying that when he walks into our town hall, he sees the following:
But I'm Governor and the city is claimed.
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RE: so what is everyone looking forward to this alpha ?
City management. Fractured's promised political/territory system is innovative and more intricate than any I've previously encountered in an MMORPG.
This test will be the first strong indicator as to whether the devs will follow through with their ambitious promises.
Here's to hoping!